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Ultralight-SDK/include/Ultralight/platform/GPUDriver.h
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Andrew Zambazos c0395a49bd Added SDK
2026-06-11 14:01:22 +12:00

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C++

/**************************************************************************************************
* This file is a part of Ultralight. *
* *
* See <https://ultralig.ht> for licensing and more. *
* *
* (C) 2024 Ultralight, Inc. *
**************************************************************************************************/
// clang-format off
#pragma once
#pragma warning(disable : 4251)
#include <Ultralight/Defines.h>
#include <Ultralight/Geometry.h>
#include <Ultralight/Matrix.h>
#include <Ultralight/Bitmap.h>
namespace ultralight {
/// \cond ignore
/// This pragma pack(push, 1) command is important!
/// GPU structs should not be padded with any bytes.
/// \endcond
#pragma pack(push, 1)
///
/// Render buffer description.
///
/// This structure describes a render buffer that can be used as a target for drawing commands.
///
/// @see GPUDriver::CreateRenderBuffer.
///
struct UExport RenderBuffer {
uint32_t texture_id; ///< The backing texture for this RenderBuffer
uint32_t width; ///< The width of the RenderBuffer texture
uint32_t height; ///< The height of the RenderBuffer texture
bool has_stencil_buffer; ///< Currently unused, always false.
bool has_depth_buffer; ///< Currently unsued, always false.
};
///
/// Vertex layout for path vertices.
///
/// This struct is the in-memory layout for each path vertex (useful for synthesizing or modifying
/// your own vertex data).
///
struct Vertex_2f_4ub_2f {
float pos[2];
unsigned char color[4];
float obj[2];
};
///
/// Vertex layout for quad vertices.
///
/// This struct is the in-memory layout for each quad vertex (useful for synthesizing or modifying
/// your own vertex data).
///
struct Vertex_2f_4ub_2f_2f_28f {
float pos[2];
unsigned char color[4];
float tex[2];
float obj[2];
float data0[4];
float data1[4];
float data2[4];
float data3[4];
float data4[4];
float data5[4];
float data6[4];
};
///
/// Vertex buffer formats.
///
/// This enumeration describes the format of a vertex buffer.
///
/// @note Identifiers start with an underscore due to C++ naming rules.
///
/// @see VertexBuffer
///
enum class VertexBufferFormat : uint8_t {
_2f_4ub_2f, ///< Vertex_2f_4ub_2f (used for path rendering)
_2f_4ub_2f_2f_28f, ///< Vertex_2f_4ub_2f_2f_28f (used for quad rendering)
};
///
/// Vertex buffer description.
///
/// @see GPUDriver::CreateGeometry
///
struct UExport VertexBuffer {
VertexBufferFormat format; ///< The format of the vertex buffer.
uint32_t size; ///< The size of the vertex buffer in bytes.
uint8_t* data; ///< The raw vertex buffer data.
};
///
/// Vertex index type.
///
typedef uint32_t IndexType;
///
/// Index buffer description.
///
/// This structure describes an index buffer that can be used to index into a vertex buffer.
///
/// @note The index buffer is a simple array of IndexType values.
///
/// @see GPUDriver::CreateGeometry
///
struct UExport IndexBuffer {
uint32_t size; ///< The size of the index buffer in bytes.
uint8_t* data; ///< The raw index buffer data.
};
///
/// Shader program types.
///
/// Each of these correspond to a vertex/pixel shader pair. You can find stock shader code for
/// these in the `shaders` folder of the AppCore repo.
///
/// @see GPUState::shader_type
///
enum class ShaderType : uint8_t {
Fill, ///< Shader program for filling quad geometry.
FillPath, ///< Shader program for filling tesselated path geometry.
};
///
/// The state of the GPU for a given draw command.
///
/// This structure describes the current state of the GPU for a given draw command.
///
/// @see Command::gpu_state
///
struct UExport GPUState {
/// Viewport width in pixels
uint32_t viewport_width;
/// Viewport height in pixels
uint32_t viewport_height;
/// Transform matrix-- you should multiply this with the screen-space orthographic projection
/// matrix then pass to the vertex shader.
Matrix4x4 transform;
/// Whether or not we should enable texturing for the current draw command.
bool enable_texturing;
/// Whether or not we should enable blending for the current draw command. If blending is
/// disabled, any drawn pixels should overwrite existing. This is mainly used so we can modify
/// alpha values of the RenderBuffer during scissored clears.
bool enable_blend;
/// The vertex/pixel shader program pair to use for the current draw command.
ShaderType shader_type;
/// The render buffer to use for the current draw command.
uint32_t render_buffer_id;
/// The texture id to bind to slot #1. (Will be 0 if none)
uint32_t texture_1_id;
/// The texture id to bind to slot #2. (Will be 0 if none)
uint32_t texture_2_id;
/// The texture id to bind to slot #3. (Will be 0 if none)
uint32_t texture_3_id;
/// The uniform scalars (passed to the pixel shader via uniforms).
float uniform_scalar[8];
/// The uniform vectors (passed to the pixel shader via uniforms).
vec4 uniform_vector[8];
/// The clip size (passed to the pixel shader via uniforms).
uint8_t clip_size;
/// The clip stack (passed to the pixel shader via uniforms).
Matrix4x4 clip[8];
/// Whether or not scissor testing should be used for the current draw command.
bool enable_scissor;
/// The scissor rect to use for scissor testing (units in pixels)
IntRect scissor_rect;
};
///
/// The types of commands.
///
/// This enumeration describes the type of command to execute on the GPU.
///
/// @see Command
///
enum class CommandType : uint8_t {
ClearRenderBuffer, ///< Clear the specified render buffer.
DrawGeometry, ///< Draw the specified geometry to the specified render buffer.
};
///
/// A command to execute on the GPU.
///
/// This structure describes a command to be executed on the GPU.
///
/// Commands are dispatched to the GPU driver asynchronously via GPUDriver::UpdateCommandList(),
/// the GPU driver should consume these commands and execute them at an appropriate time.
///
/// @see CommandList
///
struct UExport Command {
CommandType command_type; ///< The type of command to dispatch.
GPUState gpu_state; ///< The current GPU state.
uint32_t geometry_id; ///< The geometry ID to bind. (used with CommandType::DrawGeometry)
uint32_t indices_count; ///< The number of indices. (used with CommandType::DrawGeometry)
uint32_t indices_offset; ///< The index to start from. (used with CommandType::DrawGeometry)
};
///
/// List of commands to execute on the GPU.
///
/// @see GPUDriver::UpdateCommandList
///
struct UExport CommandList {
uint32_t size; ///< The number of commands in the list.
Command* commands; ///< The raw command list data.
};
#pragma pack(pop)
///
/// User-defined GPU driver interface.
///
/// The library uses this to optionally render Views on the GPU (see ViewConfig::is_accelerated).
///
/// You can provide the library with your own GPU driver implementation so that all rendering is
/// performed using an existing GPU context (useful for game engines).
///
/// When a View is rendered on the GPU, you can retrieve the backing texture ID via
/// View::render_target().
///
/// ## Default Implementation
///
/// A platform-specific implementation of GPUDriver is provided for you when you call App::Create(),
/// (currently D3D11, Metal, and OpenGL). We recommend using these classes as a starting point for
/// your own implementation (available open-source in the AppCore repository on GitHub).
///
/// ## Setting the GPU Driver
///
/// When using Renderer::Create(), you can provide your own implementation of this
/// class via Platform::set_gpu_driver().
///
/// ## State Synchronization
///
/// During each call to Renderer::Render(), the library will update the state of the GPU driver
/// (textures, render buffers, geometry, command lists, etc.) to match the current state of the
/// library.
///
/// ### Detecting State Changes
///
/// The library will call BeginSynchronize() before any state is updated and EndSynchronize() after
/// all state is updated. All `Create` / `Update` / `Destroy` calls will be made between these two
/// calls.
///
/// This allows the GPU driver implementation to prepare the GPU for any state changes.
///
/// ## Drawing
///
/// All drawing is done via command lists (UpdateCommandList()) to allow asynchronous execution
/// of commands on the GPU.
///
/// The library will dispatch a list of commands to the GPU driver during state synchronization. The
/// GPU driver implementation should periodically consume the command list and execute the commands
/// at an appropriate time.
///
/// @see Platform::set_gpu_driver()
///
class UExport GPUDriver {
public:
virtual ~GPUDriver();
///
/// Called before any state (eg, CreateTexture(), UpdateTexture(), DestroyTexture(), etc.) is
/// updated during a call to Renderer::Render().
///
/// This is a good time to prepare the GPU for any state updates.
///
virtual void BeginSynchronize() = 0;
///
/// Called after all state has been updated during a call to Renderer::Render().
///
virtual void EndSynchronize() = 0;
///
/// Get the next available texture ID.
///
/// This is used to generate a unique texture ID for each texture created by the library. The
/// GPU driver implementation is responsible for mapping these IDs to a native ID.
///
/// @note Numbering should start at 1, 0 is reserved for "no texture".
///
/// @return Returns the next available texture ID.
///
virtual uint32_t NextTextureId() = 0;
///
/// Create a texture with a certain ID and optional bitmap.
///
/// @param texture_id The texture ID to use for the new texture.
///
/// @param bitmap The bitmap to initialize the texture with (can be empty).
///
/// @note If the Bitmap is empty (Bitmap::IsEmpty), then a RTT Texture should be created instead.
/// This will be used as a backing texture for a new RenderBuffer.
///
/// @warning A deep copy of the bitmap data should be made if you are uploading it to the GPU
/// asynchronously, it will not persist beyond this call.
///
virtual void CreateTexture(uint32_t texture_id, RefPtr<Bitmap> bitmap) = 0;
///
/// Update an existing non-RTT texture with new bitmap data.
///
/// @param texture_id The texture to update.
///
/// @param bitmap The new bitmap data.
///
/// @warning A deep copy of the bitmap data should be made if you are uploading it to the GPU
/// asynchronously, it will not persist beyond this call.
///
virtual void UpdateTexture(uint32_t texture_id, RefPtr<Bitmap> bitmap) = 0;
///
/// Destroy a texture.
///
/// @param texture_id The texture to destroy.
///
virtual void DestroyTexture(uint32_t texture_id) = 0;
///
/// Get the next available render buffer ID.
///
/// This is used to generate a unique render buffer ID for each render buffer created by the
/// library. The GPU driver implementation is responsible for mapping these IDs to a native ID.
///
/// @note Numbering should start at 1, 0 is reserved for "no render buffer".
///
/// @return Returns the next available render buffer ID.
///
virtual uint32_t NextRenderBufferId() = 0;
///
/// Create a render buffer with certain ID and buffer description.
///
/// @param render_buffer_id The render buffer ID to use for the new render buffer.
///
/// @param buffer The render buffer description.
///
virtual void CreateRenderBuffer(uint32_t render_buffer_id, const RenderBuffer& buffer) = 0;
///
/// Destroy a render buffer.
///
/// @param render_buffer_id The render buffer to destroy.
///
virtual void DestroyRenderBuffer(uint32_t render_buffer_id) = 0;
///
/// Get the next available geometry ID.
///
/// This is used to generate a unique geometry ID for each geometry created by the library. The
/// GPU driver implementation is responsible for mapping these IDs to a native ID.
///
/// @note Numbering should start at 1, 0 is reserved for "no geometry".
///
/// @return Returns the next available geometry ID.
///
virtual uint32_t NextGeometryId() = 0;
///
/// Create geometry with certain ID and vertex/index data.
///
/// @param geometry_id The geometry ID to use for the new geometry.
///
/// @param vertices The vertex buffer data.
///
/// @param indices The index buffer data.
///
/// @warning A deep copy of the vertex/index data should be made if you are uploading it to the
/// GPU asynchronously, it will not persist beyond this call.
///
virtual void CreateGeometry(uint32_t geometry_id, const VertexBuffer& vertices,
const IndexBuffer& indices)
= 0;
///
/// Update existing geometry with new vertex/index data.
///
/// @param geometry_id The geometry to update.
///
/// @param vertices The new vertex buffer data.
///
/// @param indices The new index buffer data.
///
/// @warning A deep copy of the vertex/index data should be made if you are uploading it to the
/// GPU asynchronously, it will not persist beyond this call.
///
virtual void UpdateGeometry(uint32_t geometry_id, const VertexBuffer& vertices,
const IndexBuffer& indices)
= 0;
///
/// Destroy geometry.
///
/// @param geometry_id The geometry to destroy.
///
virtual void DestroyGeometry(uint32_t geometry_id) = 0;
///
/// Update the pending command list with commands to execute on the GPU.
///
/// Commands are dispatched to the GPU driver asynchronously via this method. The GPU driver
/// implementation should consume these commands and execute them at an appropriate time.
///
/// @param list The list of commands to execute.
///
/// @warning Implementations should make a deep copy of the command list, it will not persist
/// beyond this call.
///
virtual void UpdateCommandList(const CommandList& list) = 0;
};
} // namespace ultralight
// clang-format on